I'll look into the missing statements. They should be added, but I've tried to get the stock Crash_dive scipt trigger with no result. So I don't think that's an issue for triggering.
The reason the guys don't go down on crash dive is the crash dive script doesn't get called by the crash dive command, VAR_DIVE_ORDER doesn't get set, so they go under the old way - by the IsSubmerged trigger.
Here's the squence that's supposed to happen:
The command is given and one of the sounds listed in Commands.cfg get's played
Sound_0=ELO_Helm,MC_CR_CHIEF_33
Sound_1=ELO_Helm,MC_QRF_WATCH_29
Then the command script gets called and the various crewmen perform the strategies specified in crew_commands.txt.
The chief calls out his engine, ballast tank and hydroplane orders. - Yells in crash dive
The Ballast tank guy turns his valves
The Helman is used only to play the dive alarm bell
The XO is used to play the "ALARM" call, then some 'move it!' commmands
The HA, HF, and WO come rushing down the ladder because VAR_DIVE_ORDER = 2. - Stumble at bottom in crash dive
*edit* A sure indicator the crash dive script is being called is the guy falling down at the base of the ladder.
Then set_depth gets called and plays it's hydroplane orders - usually these are skipped because the previous orders sounds are still playing.
Since Crash_dive doesn't get called, normally you'll only hear the inital sounds triggered from Commands.cfg and then the hydoplane orders in set_depth.
My override changes it so that the set_depth command uses the Crash_dive scripts to get the crew down and the vocalizations played. That's why when the override is installed, you'll see the full crash dive sequence. They're being triggered by set_depth.
I'd like to disable the sounds tirggered from command.cfg so I can controll them. I've done that with the dive commands.
Last edited by Heretic; 03-25-10 at 11:58 AM.
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